Terry has great out of shield options, the fastest hitbox being f7 and most of the rest being f10. However what makes his out of shield game so good is that you will enable auto turn immediately after starting your shield drop animation. This shield drop can then be cancelled using jump or up smash. This effectively allows Terry to ignore cross ups while only giving up a single frame.
Example

Neutral air (f7)

It's fast, it covers a pretty good vertical arc and you can cancel it for some extra damage or vs shield.

Who doesn't like 25+ damage punish for someone misspacing on your shield.


At a certain window you can even confirm into a jab/tilt, or even into BW

Full Momentum Neutral Air confirms into BK for a kill confirm

Forward air (f10)

Whenever they space horizontally, this will be your friend and go to option. It has the most forward reach and will also combo on hit if you fast fall it correctly.

cRT (f10/f5)

The hitbox is f10 but you get full body iframes starting f5. This makes it great vs opponents who like to press an aggressive button after hitting your shield. It also extends high up and scoops from both sides. Bonus points for having a platform above to land on.

Up smash (f10)

f1 crouch.

This allows Terry to low profile and trade with some rising aerials on shield (e.g. Pika forward air). Its vertical range sucks though and will often miss unless they are extending their hurtbox towards you.

Jab (f14)

Auto turns cause you need to drop shield. Other than that it's jab.

DTilt (f16)

See jab.

Down Air (f15)

Can be used instead of down tilt against very laggy moves. It will miss lower hurt boxes. You can get a lot of damage if you connect the sourspot however.

Spot Dodge Attack (F14/F3)

The hitbox doesn't come out until f14, but you get iframes starting f3

Jump Power Dunk (f9)

Doing the command input here is extremely hard. Unless you have the execution of M2K, you should just stick to the normal version. This only has rare cases where it could shine as its hitbox starts so high that it will miss grounded opponents. Maybe vs drift back rising aerials, but yeah.